少年修仙传客户端代码仓库
hch
2020-01-15 8b4717cebef0be9facd4a244f6a13457d4c614f0
0312 境界增加被动技能和灵根
7个文件已修改
70 ■■■■■ 已修改文件
Core/GameEngine/Model/Config/RealmConfig.cs 8 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/GameEngine/Model/Config/RealmConfig.cs.meta 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Realm/RealmBriefBehaviour.cs 49 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Realm/RealmModel.cs 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Skill/SkillModel.cs 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Skill/SkillPassWin.cs 3 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Tip/SkillDetailsWin.cs 4 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/GameEngine/Model/Config/RealmConfig.cs
@@ -1,6 +1,6 @@
//--------------------------------------------------------
//    [Author]:           Fish
//    [  Date ]:           Wednesday, May 15, 2019
//    [  Date ]:           Wednesday, January 15, 2020
//--------------------------------------------------------
using System.Collections.Generic;
@@ -32,6 +32,8 @@
    public readonly int effectId;
    public readonly int requireIconEffect;
    public readonly string recommandEquips;
    public readonly string LearnSkillIDInfo;
    public readonly int AddFreePoint;
    public RealmConfig()
    {
@@ -95,6 +97,10 @@
            int.TryParse(tables[17],out requireIconEffect); 
            recommandEquips = tables[18];
            LearnSkillIDInfo = tables[19];
            int.TryParse(tables[20],out AddFreePoint);
        }
        catch (Exception ex)
        {
Core/GameEngine/Model/Config/RealmConfig.cs.meta
@@ -1,6 +1,6 @@
fileFormatVersion: 2
guid: d49ca04ff4a91bc4fb645c417f9ef0b3
timeCreated: 1557892233
timeCreated: 1579081646
licenseType: Pro
MonoImporter:
  serializedVersion: 2
System/Realm/RealmBriefBehaviour.cs
@@ -3,6 +3,7 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using LitJson;
namespace Snxxz.UI
{
@@ -12,10 +13,18 @@
        [SerializeField] PropertyBehaviour m_ClonePropertyBeha;
        [SerializeField] Transform m_PropertyRoot;
        [SerializeField] List<PropertyBehaviour> m_Properties;
        [SerializeField] Transform m_ContainerReiki;
        [SerializeField] Text m_ReikiPoint;
        [SerializeField] Transform m_ContainerSkill;
        [SerializeField] Text m_SkillName;
        [SerializeField] Button m_ViewDetail;
        [SerializeField] Image m_SkillIcon;
        [SerializeField] Transform m_ContainerUnlockEquip;
        [SerializeField] Image m_UnlockEquip;
        [SerializeField] Button m_Preview;
        int realmLevel = 0;
@@ -33,6 +42,8 @@
            DisplayBase();
            DisplayProperty();
            DisplayEquip();
            DisplaySkill();
            DisplayReiki();
        }
        void DisplayBase()
@@ -87,6 +98,44 @@
            }
        }
        void DisplayReiki()
        {
            var config = RealmConfig.Get(realmLevel);
            if (config.AddFreePoint == 0)
            {
                m_ContainerReiki.gameObject.SetActive(false);
                return;
            }
            m_ContainerReiki.gameObject.SetActive(true);
            m_ReikiPoint.text = config.AddFreePoint.ToString();
        }
        void DisplaySkill()
        {
            var config = RealmConfig.Get(realmLevel);
            if (config.LearnSkillIDInfo.Length < 4)
            {
                //json 字符串 可能会配置{}
                m_ContainerSkill.gameObject.SetActive(false);
                return;
            }
            m_ContainerSkill.gameObject.SetActive(true);
            var json = JsonMapper.ToObject(config.LearnSkillIDInfo);
            var array = JsonMapper.ToObject<int[]>(json[PlayerDatas.Instance.baseData.Job.ToString()].ToJson());
            var skillID = array[0]; //约定规则只显示第一个,普攻相关有多个
            var skillConfig = SkillConfig.Get(skillID);
            m_SkillIcon.SetSprite(skillConfig.IconName);
            m_SkillName.text = skillConfig.SkillName;
            m_ViewDetail.SetListener(() => {
                SkillDetails.ShowSkillDetails(skillID, SkillDetails.SkillSourceType.PlayerSkill, skillConfig.FightPower);
            });
        }
        void CreatePropertyBehaviour()
        {
            Dictionary<int, int> propertyDict;
System/Realm/RealmModel.cs
@@ -283,8 +283,6 @@
            realmEquipDisplayLevel = int.Parse(funcConfig.Numerical1);
            realmPoolRedpointPercent = int.Parse(funcConfig.Numerical2);
            funcConfig = FuncConfigConfig.Get("LVUPAddPoint");
            realmLevelUpReikiPoint = int.Parse(funcConfig.Numerical3);
        }
        public bool TryGetRealmProperty(int level, out Dictionary<int, int> propertyDict)
System/Skill/SkillModel.cs
@@ -43,7 +43,7 @@
        public const int ACT_SKILL_NUM = 8;
        public const int PASS_SKILL_TYPE = 2;
        public const int ACT_SKILL_TYPE = 1;
        public const int PASS_SKILL_NUM = 8;
        public const int PASS_SKILL_NUM = 12;
        public const int QUICK_SKILL_COUNT = 7;
        private Dictionary<int, int[]> quickBaseSkillDic = new Dictionary<int, int[]>();
        private Dictionary<int, int> xpSkillsDic = new Dictionary<int, int>();
System/Skill/SkillPassWin.cs
@@ -396,7 +396,8 @@
                {
                    if (PlayerDatas.Instance.skill.GetSKillById(id) != null) { skillId = id; break; }
                }
                if (PlayerDatas.Instance.skill.GetFilterPlayerSkill(PlayerDatas.Instance.baseData.Job).Contains(skillId)) continue;
                if (PlayerDatas.Instance.skill.GetFilterPlayerSkill(PlayerDatas.Instance.baseData.Job).Contains(skillId))
                    continue;
                skillListPass.Add(skillId);
            }
            if (skillListPass.Count < 1) return;
System/Tip/SkillDetailsWin.cs
@@ -72,6 +72,10 @@
            switch (SkillDetails.sourceType)
            {
                case SkillDetails.SkillSourceType.PlayerSkill:
                    m_SkillInfo2.text = string.Empty;
                    m_SkillInfo1.text = SkillDetails.skillConfig.SkillName;
                    break;
                case SkillDetails.SkillSourceType.GodWeaponSkill:
                    {
                        m_SkillInfo2.text = SkillDetails.skillConfig.SkillName;